Group leaders may now add the minions of their group members into the group by typing group <target mob>. Additionally, minions created by class abilities and mounts will no longer count against the amount of experience gained by groups.

This is still in early stages and there are probably bugs, keep an eye open for strange behavior around grouping and XP gain in groups.

There's still a known issue - Knight stallions still count against group XP gain, temporarily. It's slightly harder to exempt them, since there are multiple different stallions.

I think this change makes getting to 50 too easy. What I think may amount to less than a hill of beans. People seem to forget that necros get soul siphon which is highly useful to groups, and now their minions don't take xp?!?!?! Too pimp! Anyway, my two cents...perhaps low pbase needs easier ways to 50. And also, illusionists and rangers, all coveted groupmates._________________"Roll up and play or shut up and leave."
-Davairus

I think we need some time for this to settle. However, please let me know how this is going, because I can trivially implement mobs automatically redirecting to the highest value target. I have been meaning to get around to that anyway. Gives some point to the rescue skill and gets everybody paying attention to their damage to make sure they don't end up facetanking. That would immediately solve massive damage mages at the very least_________________AR is on TwitterFacebook

I feel its right what we're doing... the next thing that feels right is making the mobs smart enough to build an aggro table and know when to swap target. It teaches target value in group PK too. And we can do PK stuff with it. Like a thief simply using feint to redirect all his aggro to whoever he wants. It lets the thief choose whether to (a) create excellent sticky tanking for his warrior groupmate, thus the groups mage can deal super damage safely (b) redirect all his damge to the mage and shaft him. This stuff is mmos, its not even relevant there, but when you add PK to the mix there is potential for being such an asshole. so much time is spent levelling that more tricks would be good imo. we would spend a year on just that. cast calm to reduce all mob aggro and fuck up the evil group's tank . etc._________________AR is on TwitterFacebook

Last edited by Davairus on Wed Jan 25, 2017 9:19 am; edited 1 time in total

asudan it seems the point you are making is, all classes have had major revamps, except thieves, and therefore thieves shouldnt get one. I'm feeling like you're dictating what I can and can't do. Did you really expect me to just agree with and accept this? "thieves are fine as they are, and thats the bottom line, cuz asudan said so"_________________AR is on TwitterFacebook

Eh, then just leave it at 1% and put the pracs into hp.
If something is bothering you about thieves let me know, but I think it would be better if you find a better place to post it than in nycticora's minion update thread where its totally off topic.

I wrote this in 2013
-> thief gets subclasses : traps, assassin, brigand, smuggler, spy and druglord perhaps - CANCELLED, PIPPed BY RIVAL MUDS
So you can stop worrying about it._________________AR is on TwitterFacebook